MCPInstall

tresjs-core-skilld

Declarative Three.js using Vue components. ALWAYS use when writing code that imports "@tresjs/core" or touches TresCanvas, Tres components, useLoop, useLoader, useTres, useTresContext, TresPortal, pointer events, render modes, or TresJS debugging, upgrades, and performance work.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/skilld-dev/vue-ecosystem-skills --skill tresjs-core-skilld
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads tresjs-core-skilld automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

@tresjs/core 5.9.0

Vue custom renderer for Three.js: any THREE class becomes a component by prefixing Tres (<TresMesh>, <TresBoxGeometry>). Prepared source: package.json, dist/tres.d.ts (public types), dist/tres.js.

npm dist-tags at generation time: latest 5.9.0, rc 5.0.0-rc.0, next 5.0.0-next.6, beta 2.0.0-beta.13, alpha 5.0.0-alpha.2.

Environment limits

  • ESM-only since v5. No UMD, no require(). import { TresCanvas } from '@tresjs/core'.
  • Peer deps: vue >=3.4, three >=0.133 (package.json:44-46). Built against three ^0.184.
  • Time source: three Timer on r179+, falls back to Clock on older three (dist/tres.d.ts:962-970).
  • WebGPU is experimental; requires the renderer prop with a three/webgpu Renderer (see references/webgpu.md).

Setup

pnpm i @tresjs/core three
pnpm i @types/three -D   # TypeScript

Vite: spread templateCompilerOptions into the Vue plugin, or Tres components warn as unknown custom elements (README.md:36-50):

import { templateCompilerOptions } from '@tresjs/core'
import vue from '@vitejs/plugin-vue'
import { defineConfig } from 'vite'

export default defineConfig({
  plugins: [vue({ ...templateCompilerOptions })],
})

A separate subpath export @tresjs/core/template-compiler-options exists for hosts that only need compiler options (package.json:21-25). For Nuxt use @tresjs/nuxt instead of manual setup.

Core model

  • Component catalogue is autogenerated from the THREE namespace: Tres + capitalized class name, also available kebab-case (<tres-mesh>, supported since v5.1.0) (dist/tres.d.ts:497-509).
  • args passes constructor arguments: <TresBoxGeometry :args="[1, 2, 3]" />. Changing reactive args recreates the whole instance; use props for everything settable after construction (dist/tres.d.ts:405-411).
  • Props map to instance properties. Math types accept shorthand: :position="[1, 2, 3]", :rotation="[0, Math.PI, 0]", color="#00ff00" (dist/tres.d.ts:457-485).
  • Child material/geometry auto-attach via attach: <TresMesh><TresBoxGeometry /><TresMeshNormalMaterial /></TresMesh> works without explicit attach.
  • extend({ MyObject }) before using non-THREE classes as <TresMyObject> (dist/tres.d.ts:872-874).
  • <primitive :object="existingThreeObject" /> mounts an object you created in JS. It does not own disposal; dispose manually (see references/performance.md).

Minimal scene:

<script setup lang="ts">
import { TresCanvas } from '@tresjs/core'
</script>

<template>
  <TresCanvas shadows>
    <TresPerspectiveCamera :position="[3, 3, 3]" :look-at="[0, 0, 0]" />
    <TresMesh>
      <TresBoxGeometry :args="[1, 1, 1]" />
      <TresMeshNormalMaterial />
    </TresMesh>
    <TresDirectionalLight :position="[3, 3, 3]" :intensity="1" cast-shadow />
  </TresCanvas>
</template>

Without an explicit camera, a default PerspectiveCamera is created (dist/tres.d.ts:682-685).

API changes to know

v5 breaking (migrate with references/migration-v4-v5.md):

  • useLoader returns reactive state { state, isLoading, error, progress, load }, no longer a Promise (dist/tres.d.ts:40-65).
  • Pointer events use native DOM names: @pointerdown, not @pointer-down. Only the first intersected object fires.
  • useTexture moved to @tresjs/cientos. useRenderLoop, useCamera, useSeek, useRaycaster, useTresReady, useTresEventManager, useLogger were removed. Replacements: useLoop, useTres, useGraph, @ready event.
  • useTresContext().camera is a camera manager; use useTres().camera for the active camera instance (dist/tres.d.ts:574-606).
  • WebGL context props (alpha, antialias, depth, stencil, powerPreference, logarithmicDepthBuffer, preserveDrawingBuffer, failIfMajorPerformanceCaveat) are readonly; set once at mount (dist/tres.d.ts:141-206).

Recent additions:

  • 5.9.0: TresPortal component reparents children into any Object3D/Scene target (dist/tres.d.ts:853-858), https://docs.tresjs.org/api/components/tres-portal
  • 5.9.0: isWebGPURenderer guard and reactive context.isWebGPU flag (dist/tres.d.ts:350-367, 1204-1222)
  • 5.9.0: shadowMapType defaults to PCFShadowMap on WebGL, PCFSoftShadowMap on WebGPU (dist/tres.d.ts:250-255)
  • 5.8.0: fpsLimit prop caps render FPS (dist/tres.d.ts:692-696)
  • 5.7.0: three <r179 compatibility via Timer to Clock fallback (dist/tres.d.ts:962-970)
  • 5.5.0: TresCanvasContext (the Context component) for bringing your own <canvas> (dist/tres.d.ts:680-708)
  • 5.3.0: customRendererOptions.primitivePrefix renames <primitive> (dist/tres.d.ts:622-625)
  • 5.2.0: TresCanvasProps / TresCanvasEmits types exported (dist/tres.d.ts:776-781)
  • Full history: https://github.com/Tresjs/tres/blob/main/packages/core/CHANGELOG.md

Common tasks

Animate with frame-rate independence (delta in seconds):

<script setup lang="ts">
import { useLoop } from '@tresjs/core'
const { onBeforeRender } = useLoop()
const cube = shallowRef<TresInstance | null>(null)

onBeforeRender(({ delta, elapsed }) => {
  if (!cube.value) return
  cube.value.rotation.y += delta * 2        // 2 rad/s on any refresh rate
  cube.value.position.y = Math.sin(elapsed * 3) * 0.5
})
</script>

<template>
  <TresMesh ref="cube">
    <TresBoxGeometry :args="[1, 1, 1]" />
    <TresMeshNormalMaterial />
  </TresMesh>
</template>

useLoop only works inside child components of TresCanvas; on the canvas itself use @before-loop / @loop events (https://docs.tresjs.org/api/composables/use-loop).

Load a model:

import { useLoader } from '@tresjs/core'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'

const { state: model, isLoading, error, progress } = useLoader(
  GLTFLoader,
  '/models/duck.gltf',            // MaybeRef<string>: changing the ref reloads
  { extensions: (loader) => loader.setDRACOLoader(dracoLoader) },
)
// template: <primitive v-if="!isLoading && model?.scene" :object="model.scene" />

Click a mesh:

<TresMesh @click="(e) => e.object.material.color.set('#ff0000')">
  <TresBoxGeometry />
  <TresMeshNormalMaterial />
</TresMesh>

Event payloads carry point, object, distance, face, uv, xy. @pointermissed on TresCanvas catches clicks on empty space. Details: references/pointer-events.md.

Best practices

  • Use shallowRef for template refs to Three.js instances and for any object passed to <primitive>; deep ref proxies cost real frame time. https://docs.tresjs.org/api/advanced/performance
  • Prefer renderMode="on-demand" plus invalidate() for non-game scenes; renderMode="manual" plus advance() for full control (dist/tres.d.ts:134-139).
  • In on-demand mode, call invalidate() after mutating objects through refs, since those mutations bypass Vue reactivity.
  • Take over rendering with useLoop().render(fn) only for post-processing or multi-pass; the fn must call notifySuccess() or render modes break (https://docs.tresjs.org/api/composables/use-loop).
  • Register ordered updates via the priority argument of onBeforeRender/onRender (default 0, higher runs later).
  • useGraph(object) gives named nodes, materials, meshes maps for loaded GLTF scenes instead of manual traversal (dist/tres.d.ts:565).
  • Call dispose() (exported from @tresjs/core) on programmatically created objects used via <primitive>; template-created objects are disposed automatically.
  • Keep args static unless you intend instance recreation; animate via props or refs instead.
  • Debug with v-log / v-log:material, v-light-helper, v-distance-to directives (dist/tres.d.ts:934-952), https://docs.tresjs.org/api/utils/directives

References

  • references/components.md: TresCanvas props and events, TresCanvasContext, TresPortal, UseLoader component
  • references/composables.md: useTres vs useTresContext, useLoop, useLoader, useGraph, manager composables
  • references/performance.md: render modes, reactivity, disposal, dpr, fpsLimit
  • references/pointer-events.md: event names, hit rules, payloads, propagation
  • references/webgpu.md: custom renderer factory, isWebGPU, capability branching
  • references/migration-v4-v5.md: v4 to v5 migration detail

Official docs: https://docs.tresjs.org

FAQ

What does the tresjs-core-skilld skill do?

Declarative Three.js using Vue components. ALWAYS use when writing code that imports "@tresjs/core" or touches TresCanvas, Tres components, useLoop, useLoader, useTres, useTresContext, TresPortal, pointer events, render modes, or TresJS debugging, upgrades, and performance work.

How do I install tresjs-core-skilld?

Run npx skills add https://github.com/skilld-dev/vue-ecosystem-skills --skill tresjs-core-skilld in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/tresjs-core-skilld/ (personal) or .claude/skills/tresjs-core-skilld/ (project).

Which AI agents can use tresjs-core-skilld?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is tresjs-core-skilld safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains tresjs-core-skilld?

It is published by skilld-dev in skilld-dev/vue-ecosystem-skills. It has 97 recorded installs.

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